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gurps

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  1. [quote name='JWalsh' timestamp='1343763958' post='4964971'] [size=5][b]Winding Order[/b][/size] [size=5][b]World Space vs. Screen Space[/b][/size] Your quad is showing up small because you've got it drawing in the range of -1 to 1 at the origin of your scene. To make it draw over the entire scene, you either need to move it along with your camera and make it bigger, or you need to draw it in screen space using pre-transformed primitives. Given that you're not familiar with winding order, I'm going to guess that pre-transformed primitives is beyond you. So for now, make sure you specify the points of the quad as being just in front of your camera, and large enough that it covers the display area. It's not the correct approach, but it'll work for now. Cheers and good luck! [/quote] Thanks for the detailed reply. How do I specify the size and position of the QUAD?
  2. [quote name='JWalsh' timestamp='1343762026' post='4964959'] In the intro screen section of your code you're drawing your quad with a counter-clockwise winding order. When you draw the red quad in your game-play section you're drawing the quad in a clockwise order. I suspect your quad is being treated as a back-facing primitive and is being culled out. Either switch the winding order or disable back-facing culling to verify. Cheers and good luck! [/quote] Thank you for the reply...can you please explain more about the winding order as i've never heard of that? Anyway i commented out where i enabled back face culling and a small black square was rendered. [img]http://i.imgur.com/YEkCH.jpg[/img] Where do i go from here?
  3. Thanks for the reply..but no red quad being drawn. [source lang="cpp"]void RenderScene() { // Give OpenGL our camera position glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); g_Camera.Look(); CVector3 vPos = g_Camera.Position(); CVector3 vNewPos = vPos; CVector3 vView = g_Camera.View(); if (introScreen == true) { GLTexture tex; tex.Load("Intro.bmp"); tex.Use(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 0.0); glVertex3f(1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 1.0); glVertex3f(1.0f, 1.0f, -1.5f); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f, 1.0f, -1.5f); glEnd(); glPopMatrix(); //If we are on an introscreen, we can render it here, else... } else { drawText(TimerText, 15, 25); //Draw text for the timer char xPos[100], yPos[100], zPos[100]; sprintf_s(xPos, "Camera X: %f", g_Camera.Position().x); sprintf_s(yPos, "Camera Y: %f", g_Camera.Position().y); sprintf_s(zPos, "Camera Z: %f", g_Camera.Position().z); drawText(xPos, 15, 45); drawText(yPos, 15, 65); drawText(zPos, 15, 85); perimeterCheck(); sprintf_s(LivesHUD, "Coins Collected: %d", CoinsCollected); drawText(LivesHUD, 15, 105); // Render the terrain as a simple quad - currently it is flat but it could be made into a terrain with a heightmap! RenderQuadTerrain(); //Draw the skybox CreateSkyBox(vNewPos.x, vNewPos.y, vNewPos.z,3500,3000,3500); DrawCoins(); CollisionTest(g_Camera.Position().x, g_Camera.Position().y, g_Camera.Position().z); DrawEnemy(); DrawEnemy1(); //Draw SecondaryObjects models DrawSecondaryObjects(); //Apply lighting effects LightingEffects(); escapeAttempt(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // additive blending float blendFactor = 1.0; glColor4f(1, 0, 0, blendFactor); //blendFactor = 1 glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left // Bottom Left glEnd(); glEnable(GL_DEPTH_TEST); glGetError(); } SwapBuffers(g_hDC); // Swap the backbuffers to the foreground } [/source]
  4. [url="http://pastebin.com/9UAD5Vpr"]http://pastebin.com/9UAD5Vpr[/url] I want to create an effect where when my player is hit by an enemy...the screen goes red to indicate the player has taken damage and then after a few seconds begins to fade away. My attempt is shown in the pastebin link above however it doesn't work. No red is rendered although my game objects, terrain and models appear. I will appreciate any help and advice to solve this problem. Thank you [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]